Session One Summary
CAMPAIGN RET-CON: The Conjoined Psychic
Two men, about the age of 23 were excommunicated from the House of Mary Church when it was discovered they suffered from an exceedingly rare form of MES, called Conjoined Psychic. Once removed from the Church, they were immediately sent to Red Colony. They’ve been there for 3 months.
The psychic will need to recover from the effects of the drug that is forced into them in prison to keep the psychic powers subdued. The full effect of the drug will take almost two weeks to completely disappear. Their powers return a little bit at a time as this happens. For three days, they are near powerless. For the next three days, their powers have returned but they suffer from a -4 for any use of power. During the final six days, they suffer a -1.
January 1, 3200 - Red Colony
The PCs are part of a work group in the laundry of the massive prison complex on Red Colony. The facility is called Hell by the prisoners, for good reason. This group of 10 and 1 guard have been on this daily detail for a couple of months. Everyone knows each other on a basic acquaintance level. Ochi Tömi (pronounced: Ahtchee Towmeye), played by Josh is a friendly prison guard. Maxima Endo, or Max for short, played by Liana and Jackson, called Jax, played by Betty, along with the psychic PC, played by William fill out the rest of the PC group.
One day the sound of explosions can be heard outside the laundry room and one of the NPC prisoners, a Selosian leader named Armo Ang turns to a wall and shouts “This is it!” A few seconds later, the wall is blown out and away from the large laundry room. On the other side stand 2 burly warriors wearing the black, stark uniform of Selos. Armo Ang immediately runs into the breach. Most of the other prisoners soon follow. On the other side is a tunnel that goes forward several feet and the takes a sharp turn up at a 45° angle. The climb is difficult as the dirt and rock tumble down around the prisoners. The surface is quite warm to the touch, giving clear indication the tunnel was blasted out a few moments before.
Nearing the end of the tunnel, small arms fire can be heard. A few seconds later a prison guard drops into the hole and rolls, uncontrolled down the embankment, trailing smoke from a large hole in his chest. One of the warriors tosses his plasma rifle to Armo Ang who jumps up and out of the tunnel firing the weapon. The guard, Ochi leaps forward, out of the tunnel and fires his weapon, laying down covering fire for the remaining prisoners who made the climb.
Once out of the tunnel, the prisoners, including Max and Jax, the two excommunicated psychics, a young thief and an older prisoner behold the chaos of a prison break. Several Selosians and nearly 20 prison guards are engaged in a fire fight in a hanger. Two prison patrol boats and a single Selosian frigate are the only ships here. The Selosian ship has taken a serious, disabling hit and one of the 2 patrol boats is partially disassembled, apparently in the middle of a repair job. The single remaining ship, an old, scarred patrol boat is about a hundred feet away and Armo is headed right for it, blasting away at the guards as he goes.
“Run for the ship!” Ochi commands while firing his rifle. The prisoners run. They all make it onto the ship, except for one, whose leg is just about taken off by a laser blast. He falls at the bottom of the ramp. Ochi stands, gazing at the injured prisoner for a moment, considering the possibilities. Then he acts. He charges down the ramp, reaches the downed prisoner and yanks him back towards the ramp. Several guards in the vicinity spot him and having realized his betrayal, fire their weapons. Jax, having taken Ochi’s place at the ramp controls, pounds the big red button that raises the ramp. Ochi, with regret lets the man go and dashes up as the ramp draws into the body of the ship, closing the guards off from view.
At the very second the ramp clamps shut with a solid bang, the ship lurches. Everyone standing in the entryway is thrown against the wall as the ship lifts off the ground. The floor beneath them tilts upwards, raising to near vertical. G-Forces quickly build and pin most to the wall. Everything shakes and rattles and the ship creaks and groans in protest.
Ochi, thinking fast, pulls his way up the side of the room, towards the right corner and with great effort turns that corner and disappears.
After what seems like forever, though actually is just a couple of minutes, the G-Forces level off. The shaking is ferocious and the ship sounds as though it could come apart at any second. Max decides to head for the bridge to see what she can do to help. If Armo could use a second pilot, she can do that.
Jax weighs the situation and realizes he’ll have to be prepared to act should things continue down this dangerous path.
“Let’s spread out and look for weapons!” he shouts over the din of the ship. The rest of the escapees do as he commands. He looks and sounds like he knows what he’s talking about.
Moving about the ship is difficult but not impossible. After a few minutes the G-Forces begin to subside. The shaking continues but the protestations of the ship seem to wither away. Within 7 minutes the artificial gravity becomes noticeable. In 2 more minutes, it manages to overwhelm the G-Forces and everyone is again able to stand erect.
Jax finds the armory. It’s not much but it’ll do in a pinch. He calls out for the rest to join him and gathers up the remaining operable small arms and ammo, as well as other things of interest on this aged ship. Stuffing everything into a bag, he hands it over to the young thief. Jax slings a laser rifle over his arm and carries another in his hands and leads his new crew to the front of the ship to find the bridge and the others.
Ochi, after making his way to the gunnery station and quickly getting it operational focuses on the surface of the barren planet from which the ship is slowly lurching away. There is no sign of pursuit. He concludes that the Selosians kept up the fight to the end, allowing their leader, the sector famous Armo Ang to make his break. There is no warrior more cunning or more dangerous than the Selosians. He almost felt sorry for his fellow guards, regardless of his feelings for the government.
Max made her way to the bridge and found Armo sitting in the pilot’s seat pushing the ship for all it’s worth. She takes a seat and addresses him.
“What’s the plan?” she asks. “Where are we headed?” Armo grins and without turning his attention towards her points straight ahead.
“I’m headed for my ship” he says. “What you do is for you to say.” Max looks out at the quickly blackening sky. She sees nothing but stars.
“I don’t see anything” she says.
“Right there!” he declares. She looks again. After a few moments one of the stars sparkles at her. It looks like it could be…golden.
Jax and the rest of the escapees make their way to the bridge and Armo tells them his plan. He says he’s to board his ship and make a hasty retreat. The rest of the group can take this rickety old ship and beat it out of Hell as fast as they can.
Armo lands the ship in the docking bay of his rather large and beautiful battle cruiser. Max takes the pilot’s seat and flies the ship back out of the hanger just as the battle cruiser flies away at maximum speed. It’s an awe-inspiring sight to see this massive ship shoot away and disappear into the distance in just a handful of seconds. Max flies the ship to the rim region of the system and engages the spike drive for the next system, Phippe and the Deep Space Station, Trumpler 4. This station, Armo told them, is out of government reach. There, they’ll be able to stay under the radar and get whatever it is they need.
Once on the station, flowery clothing is bought for all and after raiding the ship’s stores, they find some military grade drugs and manage to sell it for a decent sum. Taking some of those credits, Jax leads the escapees to a shady clinic and has their prisoner ID chips neutralized by a tight beam microwave burst. Now all they need is a tattoo artist willing to remove their prison tats. Meanwhile, Ochi is out looking for electronic parts he can use to alter the ship’s transponder. So far, he’s had no luck.
Session 2 will commence on Thursday, January 6, 3200.

Red Colony Guard Patrol Boat - exterior

Red Colony Guard Patrol Boat Layout - 1 square=3 feet